Thinking about a simple animation system for the PlayDate. Since I already have a .icn renderer I thought would be nice to base it on that. First step: Writing a custom Aseprite exporter to dump all animation frame data and some tags for the frame where a frame starts/stops.

Took inspiration by @mario_afk exporter [1] which was helpful to understand how to write my own, since I never did any Aseprite scripting before.

[1] https://amano.games/devlog/making-a-pinball-game-for-the-playdate-part-04-the-image-format
#DecemberAdventure #PlayDate

Loading the sprite data to the Playdate is trivial, and I can now code different animations for the spritesheet depending on the state of a given entity.

At the moment is a bit basic, but works as expected for this simple case.

#DecemberAdventure #Playdate

Ok this is more like it, a functional animation system where each frame can have variable timings. Plus you can see multiple animation states.

Different looping animation modes: No loop, forward loop and ping-pong. Probably should also include the backward versions for those huh?

#DecemberAdventure #PlayDate

@bd oh, awesome! Is Oni the new name for "badlang," or a different language?

I've enjoyed seeing your posts on developing that language here. Perhaps one day I'll use it to make something for the GBA!

@mtthgn Yeah it's the release name for the language :)

You can find it here: https://sr.ht/~badd10de/oni/